Button Mashers 14 What happen to Skullgirls??

Set in Canopy Kingdom, characters are fighting for the opportunity to control the mysterious Skull Heart, an artifact with the ability to grant wishes, albeit at a substantial cost. The Skullgirl is a monster that haunts humanity: the result of those with an impure soul attempting to use the Heart

Gameplay

Skullgirls is a fighting game that can be played using different ratios of characters, with each player able to have up to three fighters on their team. These teams are balanced by their numbers, for example single player teams are stronger and possess more health whilst larger teams can perform character assists, with characters also able to recover health when tagged out. Players can customise their character assist attacks, as well as perform super moves by charging their special meter with offensive attacks. The game has various unique systems, such as infinite detection, which gives players the chance to break out of a loop combo,easier inputs for more complex actions and protection against high/low unblockable attacks.

Development

Skullgirls began its life as two separate projects. Tournament fighter Mike “Mike Z” Zaimont had begun working on a fighting game engine, while Alex Ahad had begun working on a world, story and characters for a fighting game. Some years later, mutual friends introduced them to one another, and their two personal projects were merged into Skullgirls. Zaimont, a tournament-level fighting game enthusiast, teamed up with Richard Wyckoff and Emil Dotchevski, the founders of Reverge Labs, to bring Skullgirls to home consoles. A PC version has been announced for release in mid 2013 and is to be published by Marvelous AQL. The PC port is planned to have several improvements over the console version, including “expanded multiplayer functionality such as lobbies.” The developers plan to implement cross-platform play between the PC and PSN versions, a few months following the PC version’s release.

After the game’s release, Reverge Labs laid off “the entire” Skullgirls development team for unknown reasons. However, after about five months of silence the team revealed they had started their own studio, Lab Zero Games, to continue development on the PC port as well as future patches and DLC. This was only possible as the IP rights fully rested with the original publishers, Autumn Games, who are “fully behind the new studio”.

On February 25, 2013, Lab Zero Games set up an Indiegogo page for Skullgirls, in an effort to raise $150,000 for the development of the game’s first DLC character, Squigly. Contributor rewards included desktop wallpapers, the game’s soundtrack, a Steam key when the game is ported to PC, Steam keys of another Marvelous AQL title, Half Minute Hero, ringtones from the voice actresses of the game, and the chance to add a background character to the game, among others. Within several hours, the crowdfunding page received one-third of their goal, and reached its initial goal within one day, while a stretch goal of a second DLC character, Big Band, was fully funded in just over 2 weeks. The current stretch goals include a third and fourth DLC character determined by fan vote, as well as alternate voice packs for existing characters.

Squiggly

On March 15, 2013 400,000 was raised and that means after Squiggly is released Big Band will be coming out next. Here is some early concept art of combat for the character.
Please keep in mind that it is very early in the development phase of this character.

As Nerd Interests' Co-Owner and Editor-in-Chief, I oversee daily operations. You can follow me on Twitter @TheVisionEx, or join me on Facebook/TheVisionEx. I'm on the PlayStation Network when I'm not on the PC by the handle of VisionEx. I'm always down to play with anyone who invites me, so long as I have the game you want.

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